Dax_Draconis wrote: »Craft bags have unlimited storage so there is little incentive to sell any mats at all unless the current market rate is temptingly high. Players with subscriptions can hoard them indefinitely.
The solution, then, is to have things buyable with AP that translate into gold. There are some, but a lot of them are really RNG-based and the average PvPer isn't likely to convert enough AP to gold to fund their potions on a weekly or monthly basis.
Curious to know, with current pricing, how much gold the average PvP player needs each week to buy all the pots they'd like to have.
Depends how much they are pvping. A stack of tripots or heroism pots will last about 3-4 hours, give or take, so that's either 300K or 2m a night, depending on what you're using (on PC NA).
So, 75k per hour on tripots expense using 1 pot every ~2 mins. One hour of mediocre node farming can easily earn 500k. For every 6 hours of PvP, assuming absolutely no other income sources, it's one hour of farming. 86% of their time PvPing, 14% farming.
If I mathed right.
How much farming do they have to do to afford ulti pots?
xylena_lazarow wrote: »
wolfie1.0. wrote: »
Depends on how much they are willing to pay, and how much time they have to farm/shop and how good they are at either.
I_killed_Vivec wrote: »
It is not for any of us to say how each other should seek enjoyment in the game.
NoTimeToWait wrote: »
Yes, supply and demand is the definition of any economy. But lower prices on some items don't mean there is no inflation. You just need to compare weekly gold usage on necessities in total (like how much gold you needed to support your activities 2, 4 years ago compared to now). And the main question is how many people find it harder to support their weekly activities.
Oh inflation is a thing for sure. Anyone remember 4k Dreugh Wax? Now it's more than 10x that price on PC NA.
I remember when a really solid bid in the top trading city was under 500k. I thought it was insane when they reached 4 mill.
Now the bids are 9 figures in the top cities. It's crazypants...
xylena_lazarow wrote: »It's a game not a job. If the game is making you do unfavoured tasks to progress, yes that's the game's problem.I_killed_Vivec wrote: »"I don't like doing [insert unfavoured task here]. ZoS, change the game so I don't have to do it."
There's no reason PvPers should need to spend hours picking flowers to be competitive in PvP.
There's no reason raiders should have to pvp or pick flowers or run normal dungeons for ap/tripots/transmute crystals either.
But we do. You can too.
Nah. Raiding should be lucrative enough that it generates enough gold to pay other people to pick flowers. Once you get to a certain point, you shouldn't have to choose between 'do I raid today or do I afk pick flowers for 6 hours to fund the rest of the week'.
The solution, then, is to have things buyable with AP that translate into gold. There are some, but a lot of them are really RNG-based and the average PvPer isn't likely to convert enough AP to gold to fund their potions on a weekly or monthly basis.
Curious to know, with current pricing, how much gold the average PvP player needs each week to buy all the pots they'd like to have.
Depends how much they are pvping. A stack of tripots or heroism pots will last about 3-4 hours, give or take, so that's either 300K or 2m a night, depending on what you're using (on PC NA).
So, 75k per hour on tripots expense using 1 pot every ~2 mins. One hour of mediocre node farming can easily earn 500k. For every 6 hours of PvP, assuming absolutely no other income sources, it's one hour of farming. 86% of their time PvPing, 14% farming.
If I mathed right.
How much farming do they have to do to afford ulti pots?
Your comment on Guild traders has no relevance. Guild trader costs have no direct impact on prices. People don't put up prices just because 'the Guild' spent a truckload on the trader this week.
xylena_lazarow wrote: »It's a game not a job. If the game is making you do unfavoured tasks to progress, yes that's the game's problem.I_killed_Vivec wrote: »"I don't like doing [insert unfavoured task here]. ZoS, change the game so I don't have to do it."
There's no reason PvPers should need to spend hours picking flowers to be competitive in PvP.
There's no reason raiders should have to pvp or pick flowers or run normal dungeons for ap/tripots/transmute crystals either.
But we do. You can too.
Nah. Raiding should be lucrative enough that it generates enough gold to pay other people to pick flowers. Once you get to a certain point, you shouldn't have to choose between 'do I raid today or do I afk pick flowers for 6 hours to fund the rest of the week'.
Works in every other game. It's part of the effort in performing your best.
I'm starting to wonder how lazy some players are.
The solution, then, is to have things buyable with AP that translate into gold. There are some, but a lot of them are really RNG-based and the average PvPer isn't likely to convert enough AP to gold to fund their potions on a weekly or monthly basis.
Curious to know, with current pricing, how much gold the average PvP player needs each week to buy all the pots they'd like to have.
Depends how much they are pvping. A stack of tripots or heroism pots will last about 3-4 hours, give or take, so that's either 300K or 2m a night, depending on what you're using (on PC NA).
So, 75k per hour on tripots expense using 1 pot every ~2 mins. One hour of mediocre node farming can easily earn 500k. For every 6 hours of PvP, assuming absolutely no other income sources, it's one hour of farming. 86% of their time PvPing, 14% farming.
If I mathed right.
How much farming do they have to do to afford ulti pots?
Don't use ulti pots then.
Dragon rheum only comes from dragons and the dragonguard chest. Sometimes the alch satchels from Archive. Open those daily and you'll have at least some of them, but most folks I know only use them to parse with BECAUSE they're expensive.
That crap is more rare and expensive than columbine.
freespirit wrote: »It is entirely possible to get whatever you need by just playing the game and doing activities that reward that item.
If your argument is you dislike those activities and only want to do your favoured one, well then you need to buy those items from people who have done it for you and pay the prices asked!
SilverBride wrote: »The economy is set not only by the sellers but the buyers as well. If players won't pay what they think is an overinflated price the sellers will have to lower their prices.
AnduinTryggva wrote: »freespirit wrote: »It is entirely possible to get whatever you need by just playing the game and doing activities that reward that item.
If your argument is you dislike those activities and only want to do your favoured one, well then you need to buy those items from people who have done it for you and pay the prices asked!
That is not fully true.
Certain items are a one pick item with a cooldown, for instance ressource nodes and worse alchemy nodes.
While ordinary crafting nodes will respawn after a while the alchemy node type will be random. This makes certain alchemy nodes per definition pretty scarce.
And we have bots. We had a huge bot flue during the Wrothgar event this year which emptied basically most cloth nodes in entire regiones. It was extremely rare to harvest a cloth. Other ressource nodes were untouched. Because of prices. Harvest all cloth nodes, extract them and get hardener. Sell these hardener for insane prices. Since intact cloth nodes are due to the massive farming rare and drop rates of hardener even rarer hardener prices soar like hell. This is the business case for these farmer bots or farmer factories: They deprive you from the source and then sell it to you at high prices.
And the respawn time of these nodes is just too long compared to the speed with which these nodes can be farmed. I tell you I have seen regions that were almost entirely empty on cloth nodes. As I have an addon I can see it if a specific ressource type is active or not.
After some complaints the bot situation temporarily improved but we are almost back where entire regions are empty farmed. Not yet as bad as early this year but still making it hard for people to find cloth nodes.
So to say that everything is available to everybody is only valid in theory.
A super easy fix would be to make it possible to trade gold for crowns without having to do it through discord.
Either by trading transaction between people or like in guild wars 2, where you grade gold for gems.
Zos sn't clearly interested in this for whatever reason, but would be a very good way to fix inflation
AnduinTryggva wrote: »
Wow, you sat five minutes beside a columbine! All that effort for something that hardly will be farmed by bots?
And zero proof as we don't know where you made it, when you made it and on which server you made it.
I was talking about cloth nodes and they were heavily bot-farmed and again so to a fortunately lesser level than before the bot wipe. As I've pointed out.
I've never seen a zone devoid of a node type...
I've never seen a zone devoid of a node type...
When I sell dreugh wax, my pricing addon suggests an average price; it tells me how many were sold over the past 30 days.
This figure is currently showing at around 23500 gold per piece.
I CAN ASSURE YOU that if I move that price to 24000, they will not sell. Others will be using the recommended price
If I move that price to 23000 or lower, they will sell within 2-3 hours.
I_killed_Vivec wrote: »I've never seen a zone devoid of a node type...
Follow me round Craglorn, I will strip it bareWhen I sell dreugh wax, my pricing addon suggests an average price; it tells me how many were sold over the past 30 days.
This figure is currently showing at around 23500 gold per piece.
I CAN ASSURE YOU that if I move that price to 24000, they will not sell. Others will be using the recommended price
If I move that price to 23000 or lower, they will sell within 2-3 hours.
I rarely sell tempers, but I do sell a lot of stuff - I have a lot of stuff to sell. The average selling price is a double-edged sword. Some say it raises the price because it's easy to make sure you aren't selling too cheaply. For me it is a downwards pressure on prices - I want to sell quickly, I want you to buy what I am selling, not what someone else is offering. So I make sure I am well below the average selling price, which in turn brings the average down...
If one would think about it, in theory it makes scalping crafting materials to manipulate prices possible. I mean, imagine if like 10 or more people would just buy off like 90% of the entire market supply of Platinum Ounce and then sell it at much higher price. Craft bag = no limit for how many mats one account can have.Dax_Draconis wrote: »Craft bags have unlimited storage so there is little incentive to sell any mats at all unless the current market rate is temptingly high. Players with subscriptions can hoard them indefinitely.
Tommy_The_Gun wrote: »If one would think about it, in theory it makes scalping crafting materials to manipulate prices possible. I mean, imagine if like 10 or more people would just buy off like 90% of the entire market supply of Platinum Ounce and then sell it at much higher price. Craft bag = no limit for how many mats one account can have.Dax_Draconis wrote: »Craft bags have unlimited storage so there is little incentive to sell any mats at all unless the current market rate is temptingly high. Players with subscriptions can hoard them indefinitely.
Tommy_The_Gun wrote: »If one would think about it, in theory it makes scalping crafting materials to manipulate prices possible. I mean, imagine if like 10 or more people would just buy off like 90% of the entire market supply of Platinum Ounce and then sell it at much higher price. Craft bag = no limit for how many mats one account can have.Dax_Draconis wrote: »Craft bags have unlimited storage so there is little incentive to sell any mats at all unless the current market rate is temptingly high. Players with subscriptions can hoard them indefinitely.
I know someone who does this periodically. He picks a specific mat and buys out the entire map.
Tommy_The_Gun wrote: »If one would think about it, in theory it makes scalping crafting materials to manipulate prices possible. I mean, imagine if like 10 or more people would just buy off like 90% of the entire market supply of Platinum Ounce and then sell it at much higher price. Craft bag = no limit for how many mats one account can have.Dax_Draconis wrote: »Craft bags have unlimited storage so there is little incentive to sell any mats at all unless the current market rate is temptingly high. Players with subscriptions can hoard them indefinitely.
I know someone who does this periodically. He picks a specific mat and buys out the entire map.
This happens in other games.
I'm particularly thinking about World of Warcraft, where the inflation has gotten so bad that when I quit last summer, weapon enchants sold for 90,000 gold on US Area 52, and I hear they're worse now. Gold is also harder to make unless you're an AH goblin. I quit with like 2 or 3 million gold and for the first time in the history of the game, I felt POOR.
But from there, there's an idea for a gold sink. Black market auction house. Stick crown mounts on it, set a stupid high price and let people bid to oblivion. In wow there's certain items that go for gold cap.